Ever look at the current state of PvP gamemodes and been like "wow, this is sorta unbalanced". Then you look at the power creep and get sorta sad?
Now we could do what everyone in the past has said and remove all the things that are overpowered... But what if we completely reversed that thinking. What if we just made everything extreme and crazy?
I'll start off with the simpler one here.
Ultimate Blast Network
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Using current assets:
- Players take two hits to kill
- Players start with 5 of all power-ups
- All power-up caps are increased by 2
- New, rare healing power-up. Restores players to 2 hits if they've lost one
- Players can place bombs while in their invincible respawn time. During this time however, their bombs are not solid (people can walk through them), but the explosions will still hurt any non-invincible player
- New 5 second invincibility power-up
- Players can "kick" their bombs 5 tiles by shielding next to them.
Using new assets:
Blast Network is now crazier from the get-go. Hop in and throw bombs all over the place!
And now, for the crazier one. At least, in terms of actual playing.
Ultimate Lockdown
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Using current assets:
- All player base health is doubled. This accounts for class health buffs, as well as armor health boosts
- All class buffs and debuffs are doubled, other than health buffs/debuffs
- On death, players drop a tier-appropriate consumable
- All consumables not used by respawn are removed from your toolbelt
- Battle sprites and their sprite perks are allowed, but are tier locked like all other gear pieces
- Shield bash is allowed. Unique properties would be cool, but default bash properties works too
- Orb buffs drop in groups of 3 (one of each) whenever a point is captured
- Points to win increased by 100 for both 3-point maps and 5-point maps
- An "invulnerability orb" that lasts 15 seconds is available inside the locker room
- Invulnerable players take x2 knockback from all attacks
- Invulnerable players have their shield health doubled, but their shield cannot recharge until the invulnerability orb expires
- All buffs and debuffs are removed upon standing on a remedy heart
- An ER buff can drop from enemies, rarely. This will revive you on the spot rather than faster from the locker room
- Health revives re-implemented for teammates whose bodies have not returned to the locker room yet
- Enabled at the end of every game
- Control points stop generating score once active
- Remedy health pads + invulnerability orbs become disabled
- Disabled timed revives and spark revives
- Player bodies remain on the battlefield and can only be revived via a health revive
- Mist gates to the locker room open
- Whichever team has the last player alive gains a bonus 100 capture points
Using new assets:
- Sudden death:
Like past LD suggestions I've made, this gamemode would be randomly selected in normal LD games. Guild VS Guild Lockdown games would have an option for choosing which mode they wanted.
You might be wondering what this looks like. Here's a quick comparison of the classes before and after:
(For the record, we're using tier 3 values)
Striker
- 5 base health > 10 base health
- Sword ASI: medium > Sword ASI: very high
- Sword DMG bonus: medium > Sword DMG bonus: very high
- Bomb charge time increase: very high > bomb charge time increase: maximum (can't go -8, but if we could we would)
Recon
- 12 base health > 24 base health
- Gun ASI: low > Gun ASI: medium
- CTR: medium > CTR: very high
- Bomb CTR: medium > Bomb CTR: very high
- Sword ASD: low > Sword ASD: medium
Guardian
- 14 base health > 28 base health
- Sword ASI: low > Sword ASI: medium
- Bomb CTR: low > Bomb CTR: medium
- Gun ASD: low > Gun ASD: medium
Adding in gear health values, you'll find that as a 5* trinketless striker you're marching around with 30 base health. That's more than current penta strikers have, and it creates prolonged and more intense fights.